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自学教程:C++ Float4函数代码示例

51自学网 2021-06-01 20:47:30
  C++
这篇教程C++ Float4函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中Float4函数的典型用法代码示例。如果您正苦于以下问题:C++ Float4函数的具体用法?C++ Float4怎么用?C++ Float4使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了Float4函数的24个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: ConvertToStaticSampler

D3D12_STATIC_SAMPLER_DESC ConvertToStaticSampler(const D3D12_SAMPLER_DESC& samplerDesc, uint32 shaderRegister,                                                 uint32 registerSpace, D3D12_SHADER_VISIBILITY visibility){    D3D12_STATIC_SAMPLER_DESC staticDesc = { };    staticDesc.Filter = samplerDesc.Filter;    staticDesc.AddressU = samplerDesc.AddressU;    staticDesc.AddressV = samplerDesc.AddressV;    staticDesc.AddressW = samplerDesc.AddressW;    staticDesc.MipLODBias = samplerDesc.MipLODBias;    staticDesc.MaxAnisotropy = samplerDesc.MaxAnisotropy;    staticDesc.ComparisonFunc = samplerDesc.ComparisonFunc;    staticDesc.MinLOD = samplerDesc.MinLOD;    staticDesc.MaxLOD = samplerDesc.MaxLOD;    staticDesc.ShaderRegister = shaderRegister;    staticDesc.RegisterSpace = registerSpace;    staticDesc.ShaderVisibility = visibility;    Float4 borderColor = Float4(samplerDesc.BorderColor[0], samplerDesc.BorderColor[1], samplerDesc.BorderColor[2], samplerDesc.BorderColor[3]);    if(borderColor == Float4(1.0f, 1.0f, 1.0f, 1.0f))        staticDesc.BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE;    else if(borderColor == Float4(0.0f, 0.0f, 0.0f, 1.0f))        staticDesc.BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;    else        staticDesc.BorderColor =  D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;    return staticDesc;}
开发者ID:TheRealMJP,项目名称:DeferredTexturing,代码行数:27,


示例2: lightGray

//----------------------------------------------------------------------------void Delaunay3D::DoSearch (){    // Make all tetra wireframe.    const int numSimplices = mDelaunay->GetNumSimplices();    Float4 lightGray(0.75f, 0.75f, 0.75f, 1.0f);    int i;    for (i = 0; i < numSimplices; ++i)    {        ChangeTetraStatus(i, lightGray, true);    }    // Generate random point in AABB of data set.    Vector3f random;    random.X() = Mathf::IntervalRandom(mMin.X(), mMax.X());    random.Y() = Mathf::IntervalRandom(mMin.Y(), mMax.Y());    random.Z() = Mathf::IntervalRandom(mMin.Z(), mMax.Z());    // Move sphere to this location.    Spatial* sphere = mScene->GetChild(0);    sphere->Culling = Spatial::CULL_DYNAMIC;    sphere->LocalTransform.SetTranslate(random);    sphere->Update();    if (mDelaunay->GetContainingTetrahedron(random) >= 0)    {        // Make all tetra on the path solid.        const int pathLast = mDelaunay->GetPathLast();        for (i = 0; i <= pathLast; ++i)        {            int index = mDelaunay->GetPath()[i];            float red, blue;            if (pathLast > 0)            {                red = i/(float)pathLast;                blue = 1.0f - red;            }            else            {                red = 1.0f;                blue = 0.0f;            }            ChangeTetraStatus(index, Float4(red, 0.0f, blue, 0.5f), false);        }    }    else    {        // The point is outside the convex hull.  Change the wireframe        // color for the last visited face in the search path.        int index = mDelaunay->GetPath()[mDelaunay->GetPathLast()];        int v0, v1, v2, v3;        int vOpposite = mDelaunay->GetLastFace(v0, v1, v2, v3);        ChangeLastTetraStatus(index, vOpposite,            Float4(0.0f, 1.0f, 0.0f, 0.5f),            Float4(0.0f, 0.25f, 0.0f, 0.5f));    }    mCuller.ComputeVisibleSet(mScene);}
开发者ID:rasslingcats,项目名称:calico,代码行数:59,


示例3: Float4

LightDescPoint::LightDescPoint(){	ambient		= Float4(0.0f, 0.0f, 0.0f, 0.0f);	diffuse		= Float4(0.0f, 0.0f, 0.0f, 0.0f);	specular	= Float4(0.0f, 0.0f, 0.0f, 0.0f);	range		= 0.0f;	attenuation	= Float3(0.0f, 0.0f, 0.0f);}
开发者ID:CaterHatterPillar,项目名称:xkill-source,代码行数:9,


示例4: OnGrassClick

void GrassModule::OnGrassClick(const MGUI::MouseEvent * e){	if (mImageBox_Selected)		mImageBox_Selected->SetColor(Float4(1.0f, 1.0f, 1.0f));	mImageBox_Selected = (MGUI::ImageBox *)e->sender;	if (mImageBox_Selected)		mImageBox_Selected->SetColor(Float4(0.7f, 0.7f, 1.0f));}
开发者ID:MSoft1115,项目名称:Rad3D,代码行数:10,


示例5: lerp3d

 Point lerp3d(const Point& px0y0z0, const Point& px1y0z0, const Point& px0y1z0, const Point& px1y1z0,     const Point& px0y0z1, const Point& px1y0z1, const Point& px0y1z1, const Point& px1y1z1,     float xPoint, float yPoint, float zPoint) {         return Point(lerp3d(Float4(px0y0z0), Float4(px1y0z0), Float4(px0y1z0), Float4(px1y1z0),              Float4(px0y0z1), Float4(px1y0z1), Float4(px0y1z1), Float4(px1y1z1),              xPoint, yPoint, zPoint)); }
开发者ID:atanas1054,项目名称:ray_tracer,代码行数:7,


示例6: Float4

Float4 Quaternion::getAxisAndAngle() const{    float ha = std::acos(w);    float sha = std::sin(ha);    return Float4(x / sha, y / sha, z / sha, ha*2.0f);}
开发者ID:pendingchaos,项目名称:WIP12,代码行数:7,


示例7: Float3

void GrassModule::OnRender(){	if (!mLayout->IsVisible() || mImageBox_Selected == NULL || !Terrain::Instance()->IsValid())		return ;	Aabb aabb;	aabb.minimum = mBrushPosition - Float3(mBrushSize * 0.5f, 1, mBrushSize * 0.5f);	aabb.maximum = mBrushPosition + Float3(mBrushSize * 0.5f, 1, mBrushSize * 0.5f);	RenderSystem::Instance()->SetWorldTM(Mat4::Identity);	for (int y = 0; y < Terrain::Instance()->GetInfo()->BlockCount.x; ++y)	{		for (int x = 0; x < Terrain::Instance()->GetInfo()->BlockCount.y; ++x)		{			TerrainMesh * mesh = Terrain::Instance()->_getBlock(x, y);			const Aabb & bound = mesh->GetWorldAabb();			float x0 = Max(aabb.minimum.x, bound.minimum.x);			float z0 = Max(aabb.minimum.z, bound.minimum.z);			float x1 = Min(aabb.maximum.x, bound.maximum.x);			float z1 = Min(aabb.maximum.z, bound.maximum.z);			if (x0 <= x1 && z0 <= z1)			{				mShaderFX_Brush->GetPass(0)->SetConst("u_MinInvSize", Float4(aabb.minimum.x, aabb.minimum.z, 1 / mBrushSize, 1 / mBrushSize));				mShaderFX_Brush->GetPass(0)->SetConst("u_XZTransform", mesh->GetXZTransform());				RenderSystem::Instance()->SetTexture(0, MGUI::Helper::Instance()->GetWhiteTexture().c_ptr());				RenderSystem::Instance()->Render(mShaderFX_Brush, mesh->GetRenderOp());			}		}	}}
开发者ID:MSoft1115,项目名称:Rad3D,代码行数:35,


示例8: WindowApplication3

//----------------------------------------------------------------------------BSplineSurfaceFitter::BSplineSurfaceFitter ()	:	WindowApplication3("SampleMathematics/BSplineSurfaceFitter", 0, 0, 640,	                   480, Float4(0.0f, 0.5f, 0.75f, 1.0f)),	mTextColor(0.0f, 0.0f, 0.0f, 1.0f){}
开发者ID:bhlzlx,项目名称:WildMagic,代码行数:8,


示例9: WindowApplication3

//----------------------------------------------------------------------------PolyhedronDistance::PolyhedronDistance ()    :    WindowApplication3("SamplePhysics/PolyhedronDistance", 0, 0, 640, 480,        Float4(0.5f, 0.0f, 1.0f, 1.0f)),        mTextColor(1.0f, 1.0f, 1.0f, 1.0f){}
开发者ID:rasslingcats,项目名称:calico,代码行数:8,


示例10: WindowApplication3

//----------------------------------------------------------------------------FoucaultPendulum::FoucaultPendulum ()    :    WindowApplication3("SamplePhysics/FoucaultPendulum", 0, 0, 640, 480,        Float4(0.819607f, 0.909803f, 0.713725f, 1.0f)),        mTextColor(1.0f, 1.0f, 1.0f, 1.0f){}
开发者ID:vijaynerella,项目名称:GeometricTools,代码行数:8,


示例11: WindowApplication2

//----------------------------------------------------------------------------RoughPlaneThinRod2::RoughPlaneThinRod2 ()	:	WindowApplication2("SamplePhysics/RoughPlaneThinRod2", 0, 0, 256, 256,	                   Float4(1.0f, 1.0f, 1.0f, 1.0f)){	mSize = GetWidth();}
开发者ID:bhlzlx,项目名称:WildMagic,代码行数:8,


示例12: WindowApplication3

//----------------------------------------------------------------------------BillboardNodes::BillboardNodes ()    :    WindowApplication3("SampleGraphics/BillboardNodes",0, 0, 640, 480,        Float4(0.9f, 0.9f, 0.9f, 1.0f)),        mTextColor(1.0f, 1.0f, 1.0f, 1.0f){}
开发者ID:rasslingcats,项目名称:calico,代码行数:8,


示例13: WindowApplication3

//----------------------------------------------------------------------------ClodMeshes::ClodMeshes ()    :    WindowApplication3("SampleGraphics/ClodMeshes", 0, 0, 640, 480,        Float4(0.9f, 0.9f, 0.9f, 1.0f)),        mTextColor(0.0f, 0.0f, 0.0f, 1.0f){}
开发者ID:vijaynerella,项目名称:GeometricTools,代码行数:8,


示例14: Float4

			const Ray operator * ( const Ray& lhs, const Matrix4x4& world )			{				const Float3 origin = lhs.origin * world;				const Float3 direction = ( Float4( lhs.direction, 0 ) * world );				Ray result( origin, direction );				return result;			}
开发者ID:kpongky,项目名称:At-Math,代码行数:7,


示例15: WindowApplication3

//----------------------------------------------------------------------------NonuniformScale::NonuniformScale ()    :    WindowApplication3("SampleGraphics/NonuniformScale", 0, 0, 640, 480,        Float4(0.5f, 0.0f, 1.0f, 1.0f)),        mTextColor(1.0f, 1.0f, 1.0f, 1.0f){}
开发者ID:rasslingcats,项目名称:calico,代码行数:8,


示例16: WindowApplication3

//----------------------------------------------------------------------------BlendedAnimations::BlendedAnimations ()	:	WindowApplication3("SampleGraphics/BlendedAnimations", 0, 0, 768, 768,	                   Float4(0.5f, 0.0f, 1.0f, 1.0f)),	mTextColor(1.0f, 1.0f, 1.0f, 1.0f),	mManager(ThePath + "Data/", "Biped"),	mAnimTime(0.0),	mUpArrowPressed(false),	mShiftPressed(false){	// Set animation information.  The counts differ in debug and release	// builds because of the differing frame rates of those builds.#ifdef _DEBUG	int idleWalkCount = 100;	int walkCount = 10;	int walkRunCount = 100;	mAnimTimeDelta = 0.01;#else	int idleWalkCount = 1000;	int walkCount = 100;	int walkRunCount = 1000;	mAnimTimeDelta = 0.001;#endif	// The idle head turning occurs too frequently (frequency = 1 in the	// original model).  Reduce the turning by half.	mManager.SetIdle(0.5, 0.0);	// The walk and run cycles must be aligned properly for blending.  A	// phase of 0.2 for the run cycle aligns the biped feet.	mManager.SetRun(1.0, 0.2);	// The initial state is 'idle'.	mManager.Initialize(idleWalkCount, walkCount, walkRunCount);}
开发者ID:bhlzlx,项目名称:WildMagic,代码行数:36,


示例17: WindowApplication3

//----------------------------------------------------------------------------ClipMesh::ClipMesh ()    :    WindowApplication3("SampleMathematics/ClipMesh", 0, 0, 640, 480,        Float4(0.75f, 0.75f, 0.75f, 1.0f)),        mTextColor(1.0f, 1.0f, 1.0f, 1.0f){}
开发者ID:vijaynerella,项目名称:GeometricTools,代码行数:8,


示例18: WindowApplication2

//----------------------------------------------------------------------------PolygonDistance::PolygonDistance ()	:	WindowApplication2("SamplePhysics/PolygonDistance", 0, 0, 512, 512,	                   Float4(1.0f, 1.0f, 1.0f, 1.0f)){	mSize = GetWidth();}
开发者ID:bhlzlx,项目名称:WildMagic,代码行数:8,


示例19: OnInit

	virtual void OnInit()	{		MGUI::FontManager::Instance()->Load("Sample.font");		MGUI::InputManager::Instance()->E_MouseUp += new ncListener1<const MGUI::MouseEvent *>(OnPick);		MGUI::InputManager::Instance()->E_TouchUp += new ncListener1<const MGUI::TouchEvent *>(OnPickTE);		World::Instance()->MainRenderContext()->SetColorClear(eClearMode::ALL, Float4(0.15f, 0.15f, 0.15f));		World::Instance()->MainCamera()->SetPosition(Float3(0, 5, -10));		World::Instance()->MainCamera()->SetDirection(Float3(0, -5, 10));		World::Instance()->MainLight()->SetDirection(Float3(0, -0.5f, 1));		gMeshFloor = MeshManager::Instance()->NewPlane(Plane(0, 1, 0, 0), 10, 10);		gMeshFloor->GetSubMesh(0)->GetMaterial()->ambient = Float3(0.3f, 0.0f, 0.3f);		gMeshFloor->GetSubMesh(0)->GetMaterial()->diffuse = Float3(0.0f, 0.0f, 0.0f);		gMeshBox = MeshManager::Instance()->NewBox(1, 1, 1);		gMeshBox->GetSubMesh(0)->GetMaterial()->ambient = Float3(0.1f, 0.1f, 0.1f);		gMeshBox->GetSubMesh(0)->GetMaterial()->diffuse = Float3(0.0f, 0.5f, 0.0f);		gMeshBox->SetPosition(Float3(0, 3, 0));		PhyWorld::Instance()->SetWorldGravity(0, -9.8f, 0);		PhyWorld::Instance()->SetWorldContactSurfaceLayer(0.01f);		gPhyEntityFloor = new PhyPlane;		gPhyEntityFloor->SetCollisionFlag(FLAG_FLOOR);		gPhyEntityBox = new PhyBox(PhyEntity::RIGID_BODY);		gPhyEntityBox->SetBodyAutoDisable(false);		gPhyEntityBox->SetLength(1, 1, 1);		gPhyEntityBox->SetMass(5, 1, 1, 1);		gPhyEntityBox->SetPosition(Float3(0, 3, 0));		gPhyEntityBox->SetBounceParam(1.0f, 1.0f);		gPhyEntityBox->SetCollisionFlag(FLAG_BOX);		gPhyEntityBox->SetAngularVel(Float3(2, 2, 2));	}
开发者ID:MSoft1115,项目名称:Rad3D,代码行数:35,


示例20: Float3

void ExplosionSpherePhysicsObject::onUpdate(float delta){	//--------------------------------------------------------------------------------------	// Update scaling. Expand explosion sphere according to mutator settings retrieved in "subClassSpecificInitHook()"	//--------------------------------------------------------------------------------------	std::vector<int> explosionSphereEntityId = itrPhysics.ownerAt(attributeIndex_)->getAttributes(ATTRIBUTE_EXPLOSIONSPHERE);	for(unsigned int i = 0; i < explosionSphereEntityId.size(); i++)	{		AttributePtr<Attribute_ExplosionSphere> ptr_explosionSphere = itrExplosionSphere.at(explosionSphereEntityId.at(i));		ptr_explosionSphere->currentRadius += explosionSphereExpansionRate_*delta;		if(ptr_explosionSphere->currentRadius >= explosionSphereFinalRadius_)		{			ptr_explosionSphere->currentRadius = explosionSphereFinalRadius_;		}		itrPhysics.at(attributeIndex_)->ptr_spatial->scale = Float3(ptr_explosionSphere->currentRadius,ptr_explosionSphere->currentRadius,ptr_explosionSphere->currentRadius);		localCollisionShape_->setLocalScaling(btVector3(ptr_explosionSphere->currentRadius, ptr_explosionSphere->currentRadius, ptr_explosionSphere->currentRadius));	}	//--------------------------------------------------------------------------------------	// Update rotation	//--------------------------------------------------------------------------------------	btQuaternion randomRotationQuaternion (randomRotation_.x()*delta,randomRotation_.y()*delta,randomRotation_.z()*delta);	btQuaternion rotateWithRandomRotationQuaternion = randomRotationQuaternion*getWorldTransform().getRotation();	getWorldTransform().setRotation(rotateWithRandomRotationQuaternion);	itrPhysics.at(attributeIndex_)->ptr_spatial->rotation = Float4(rotateWithRandomRotationQuaternion.x(),rotateWithRandomRotationQuaternion.y(),rotateWithRandomRotationQuaternion.z(),rotateWithRandomRotationQuaternion.w());}
开发者ID:CaterHatterPillar,项目名称:xkill-source,代码行数:26,


示例21: WindowApplication3

//----------------------------------------------------------------------------IntersectConvexPolyhedra::IntersectConvexPolyhedra ()    :    WindowApplication3("SampleMathematics/IntersectConvexPolyhedra", 0, 0,        640, 480, Float4(0.75f, 0.75f, 0.75f, 1.0f)),        mTextColor(1.0f, 1.0f, 1.0f, 1.0f){}
开发者ID:rasslingcats,项目名称:calico,代码行数:8,


示例22: WindowApplication2

//----------------------------------------------------------------------------BSplineCurveExamples::BSplineCurveExamples ()    :    WindowApplication2("SamplePhysics/BSplineCurveExamples", 0, 0, 128, 128,        Float4(1.0f, 1.0f, 1.0f, 1.0f)){    mSpline = 0;    mCtrlPoint = 0;    mKnot = 0;    mCurveType = 0;    mModified = false;    mLocCtrlMin[0] = 1.0f/3.0f;    mLocCtrlMax[0] = 5.0f/6.0f;    mLocCtrlMin[1] = 1.0f/5.0f;    mLocCtrlMax[1] = 4.0f/5.0f;    mLocCtrlMin[2] = 1.0f/3.0f;    mLocCtrlMax[2] = 5.0f/6.0f;    mLocCtrlMin[3] = 2.0f/7.0f;    mLocCtrlMax[3] = 5.0f/7.0f;    mLocCtrlMin[4] = 1.0f/5.0f;    mLocCtrlMax[4] = 4.0f/5.0f;    mLocCtrlMin[5] = 1.0f/4.0f;    mLocCtrlMax[5] = 5.0f/8.0f;    mSize = GetWidth();    mV0 = mSize/16.0f;    mV1 = 0.5f*mSize;    mV2 = 15.0f*mSize/16.0f;}
开发者ID:2asoft,项目名称:GeometricTools,代码行数:30,


示例23: WindowApplication3

//----------------------------------------------------------------------------Delaunay3D::Delaunay3D ()    :    WindowApplication3("SampleMathematics/Delaunay3D", 0, 0, 640, 480,        Float4(1.0f, 1.0f, 1.0f, 1.0f)){    mDelaunay = 0;}
开发者ID:rasslingcats,项目名称:calico,代码行数:8,


示例24: WindowApplication3

//----------------------------------------------------------------------------ReflectionsAndShadows::ReflectionsAndShadows ()    :    WindowApplication3("SampleGraphics/ReflectionsAndShadows", 0, 0, 640, 480,        Float4(0.5f, 0.0f, 1.0f, 1.0f)),        mTextColor(0.0f, 0.0f, 0.0f, 1.0f){    mUpdateTime = 0.0;}
开发者ID:rasslingcats,项目名称:calico,代码行数:9,



注:本文中的Float4函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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